7/17/2017
Topic:
Mars Provisional Colonial Government
Vulpex
|
I believe that unfortunately the Mars Provision Government has collapsed - unfortunate but such is the way of things. |
7/17/2017
Topic:
Ocrowd - facilities with reduced production
Vulpex
|
My understanding of the Ocrowd mechanism was that the more materials are extracted from a resource, the higher the Ocrowd goes.
However this is not what seems to be happening.
Specifically Ocrowd seems to consider facilities which are not in production (HALTED) to be in full production when calculating the Ocrowd penalty. Thus even if several people in a location are not producing anything the rest is hit by a potentially very significant Ocrowd penalty.
It seems like this is both a bug and a problem as it can be used to cheaply overcrowd locations (you overcrowd by not producing anything - so you pay very little for causing the Ocrowd).
I suspect that this is not what is intended but it has at times a very important impact on the game economics.
(I am not sure how Ocrowding handles facilities in partial production but that may be also an issue? Maybe worth checking if this is being looked into) |
7/17/2017
Topic:
Ocrowd - facilities with reduced production
Vulpex
|
After some testing it seems that this is not a general bug but something that is constrained to artifact sites for some reason. Artifact sites which are HALTED still cause the same level of overcrowding as if they were operating at full capacity. |
7/17/2017
Topic:
View corporation assets
Vulpex
|
Yes. That's by design though. Be nice or be strong. |
7/19/2017
Topic:
Wait Until order
Vulpex
|
ahem... it would be useful if wait until turn XXX was one of the optional parameters. The wait XXX turns is still very useful in some situations. Either or is great. Replacing the wait XXX turns for wait till turn XXX would be ... unfortunate. (Or am I the only one who uses wait orders in the middle of loops?) |
7/24/2017
Topic:
Bug with AI Supervirus Artifact
Vulpex
|
Description change is all it takes!
Which means an easy way to avoid the supervirus is to move out to the moon for a while... but yikes that can be expensive what with a 5% net worth charge |
7/24/2017
Topic:
Family members in game
Vulpex
|
Thanks for sharing. I like Baldur he has been doing great so I look forward to see what the family brings to the game.
Oh... and play nice... you never know. |
7/24/2017
Topic:
A bipartisan movement?
Vulpex
|
Oh gosh... not even in the intergalactic future where corps have fleets that can blow up... well all sorts of stuff... do we escape from fake news... FAKE NEWS! |
7/24/2017
Topic:
Stacking dimensional artifacts?
Vulpex
|
On a ship that's right x7 base with the +500% and the +100% artifacts.
Add to that the increase from actually doing cargo upgrades which gives you a 3x multiplier and...
you can get up to 21 x base cargo capacity on a ship. Which means for a space train (roomiest little ship) you could in theory have up to 525k cargo capacity.
That should get things moving nicely.... edited by Vulpex on 7/24/2017 |
8/1/2017
Topic:
A few ideas on usability
Vulpex
|
Heyo I know these may not be a priority but maybe some of them are not too complicated to implement, just a few usability ideas which may help out:
Regarding the order lists - It would really help if they were also ordered alphabetically. As it is they are a long list which gets tricky to use after the first 100 or so order lists... yeah i know.
Regarding battle lists - it would really help to be able to filter through the battles also based on the battles in which your own forces have been involved in. It would also be great to be able to filter by those battles in which your guild has been engaged in.
Regarding private comms - it would really be helpful to split the messages which you receive from other players vs the automated messages. Maybe separate it into private messages vs notifications?
Regarding contracts - the current contract list is a bit confusing with regards to when contracts are fulfilled and displayed or not in the list. Contracts which are not accepted should probably expire after a certain time and probably based on that time it should also be the moment when contracts are removed from the list - 1000 turns or so would be a reasonable medium.
Oh and just because everyone loves the idea - an ETA for fleets or at least an ETA tool would be fabulous. I believe this has been asked for before but I figured it is good not to forget it.
I could come up with just another list regarding combat but... I guess this is a nice start! |
8/1/2017
Topic:
A few ideas on usability
Vulpex
|
TimurThunder wrote:
Office calc sheet ok for the tool?
Better than nothing but when you are setting up complex orders it is not so simple. When you go from waypoint 1 to waypoint 2 that's might work (though I do have a preference for in game tools - because usability, cutting and pasting coordinates is always a bit of hassle especially on certain platforms) but when you have 15-20 waypoints... meh. |
8/11/2017
Topic:
Add Industrial effect on population
Vulpex
|
There are two issues to distinguish trade and production going to split those up, also going to tackle both the in game and the "real world" effects.
Industry - yihaa. Having industry in a city creates jobs which encourages people to move into the city - this is reflected in how cities are created but as Ayw says it sorta dissapears as an effect after that (except for protecting a city from complete collapse). Going by the jobs makes people move to the place and grow - production could be used as a basis to increase the growth of a city. However frankly from a game mechanics perspective city growth already goes through some crazy up and down swings. It may be more interesting to use the production figure to set the hard cap as to how far a city will collapse. Right now 500 industry sets that cap at 90k - you could set a series of industrial levels to a city, which prevent a city to collapsing beyond a certain point. This can help cities recover faster but at most that cap should never be above 1 million - you do not want to have a city which cannot collapse with huge demand! That would wreck the economy. It would also be interesting to have an effect of the industry of the city on the profile of the population - with cities which focus on the extraction of materials having a bias towards lower classes which cities with a focus on services having a bias in the other direction.
Trade is honestly weird. If you buy stuff from a city irl you are stimulating production, therefore jobs, therefore population stays there. If you are selling stuff to a city you are meeting a demand but cities do not grow simply because bananas are cheap there, it is kinda much more complex. However from a gameplay perspective the current system kinda works though it would be great if mayors and emperors had bit more of a say in the overall management of a city (which they do, even now, indirectly by voting on the events but still you know what I mean)
Having said all that there may be a case to be made for a closer look to city growth, development and collapse overall, but I find that the current system pretty much seems to work as expected. |
8/11/2017
Topic:
Artifacts and ships
Vulpex
|
Right now I feel that something is a bit off in the way in which artifacts relate to ships. The issue here has more to do with artifacts than ships but the whole thing is a bit odd, both from the point of view of balance and from the point of view of gameplay.
Let me give you an example.
I have a varitek fantastic unit. I want to make it even better - I slap on an A5 artifact on the thing. GREAT stuff. +50% attack woohoo!!!!
I have a corvette - decent for fighting bombers. I would love to make it stronger but I am aware that it is a bit of a glass cannon. Also if I want to give it a similar +50% attack (which is really not that huge of a boost) kaboom I need an AX artifact which in essence costs five times as much. So I basically get to choose between boosting five variteks or boosting a single corvette. Seriously this is a no brainer.
There might be a case to separate ships into two classes - capital and non-capital ships. In which case the non-capital ships would be able to use A5 artifacts instead of the AXs for upgrades.This is however not without some concerns.
First - Carriers - would probably need to be in the capital class of ships. Why? Because militarily they are without a doubt the single most powerful ship in the game. (I laugh at you monoliths...)
Second - types of upgrades. The way things are setup ships can now benefit from A5 boosts in speed, cargo and hangar space. These are moderate boosts certainly but they are useful ones. For that reason I am not sure there is a need to tweak the dimensional artifacts.
On the other hands, boosts to hps, attack and maintenance... it would make sense to split these out somehow so that there is at least some incentive to use them on the smaller ships. Right now while it makes sense to use an AX dimensional to increase the speed of a scout-class ship no one would consider the same investing of an AX metaphysics for hps or attack to be even remotely viable.
There are several ways to skin this cat so would be interested in what everyone else is thinking on this. |
8/11/2017
Topic:
Add Industrial effect on population
Vulpex
|
I very seriously considered blowing up transports in Chicago but it was too much of a hassle (mainly because of terran defense forces) not bothered about city size now though but the logical thing is to blow up anyone who tries to buy anything from a city which you are trying to grow.
It is a harsh universe out there.... |
8/15/2017
Topic:
We pushed Orbital Megastructures for Testing
Vulpex
|
A few extra facts about these structures:
The four locations where you can put up a megastructure are (2:2) (2:22) (22:2) and (22:22) - it does not work anywhere else (yeah I tried that). (Again - this information is not available in game - it might be useful if it could be included in the ACP description or something similar)
The ACP of each structure is 5000 in size to carry it around - scouts are not going to be able to move these things (however this particular tidbit of information is not obviously available anywhere)
The structures seem to be destroyable - it looks like they are not the type to be capturable. (This was something that was discussed back and forth). Oh and... repairing damage to the structures gets expensive fast. My guess is that an attack on a lvl 10 structure down to 10% hps will result in something like a 1-2 billion repair fee. Yeah.... maybe repair cost for these things could be reduced a little or it is going to be an easy way of griefing people...
Still running more tests but I can confirm the following:
Warp Gate - bonus works, also the cost works. (1x warp bonus seems to give double speed, will check this again though)
Starbase - have not tested this much yet. A lvl 1 starbase does build at the speed of a lvl 10 shipyard so that is good...
Spaceport - confirmed that it gives a small income (about 50k / tick right now on Gulyaev - yeah way less than the upkeep of the other four megastructures...) it also does provide a 1% bonus to production to the entire planet as a 1% reduction to the production costs. (YAY! - Grandor would be soooo happy someone should let him know)
Orbital guns - they join battles and go BOOM BOOM as expected.
If anyone has ideas of crazy stuff they want to see tested add it on here and we'll make it happen. |
8/16/2017
Topic:
We pushed Orbital Megastructures for Testing
Vulpex
|
Actually I do not find the bonus to combat to be unbalanced because it applies only to ships - and overall ships are weak when it comes to combat power - I mean yes a monolith doing double damage is impressive... but my heavy bomber does 5x the damage of a normal bomber... You also need to have a level 10 starbase for this which is excruciatingly expensive. By the time you have build that it is fair to say you have consolidated power over that particular planet and having a bonus to your ships does not to me seem to be over the top.
I would really also appreciate on this thread ideas which we can test with the structures as they are deployed now - trying to catch bugs and problems before they are fully released. They are working suspiciously well at the moment. edited by Vulpex on 8/16/2017 |
8/17/2017
Topic:
Perhaps its time to tweak Geo Boosters
Vulpex
|
The idea of geoboosters only working to increase population only when there is population growth is an interesting one I would second that though I would also have it slow down the population loss in the case that a city is losing population. |
8/17/2017
Topic:
We pushed Orbital Megastructures for Testing
Vulpex
|
Gammalpha wrote:
Yeah but Vulpex/Machina said above that it only applies to ships hence my confusion.
Yup that was my mistake I really thought that was the case but now I have tested it in other situations and it does indeed provide a bonus to other units.
Not 100% certain if it gives a bonus to the orbital guns though. |
8/17/2017
Topic:
We pushed Orbital Megastructures for Testing
Vulpex
|
Ok will see if the bonus applies to defenses.... that is easy enough to check, will have the results by tomorrow.
I do not quite understand what you are getting at Hutton - how would you use the star base as a basis for sovereignty as opposed to the elections (specifically emperor)? |
8/17/2017
Topic:
Artifacts and ships
Vulpex
|
I am actually very much intrigued by the idea of the smaller ships getting a much larger boost from the AXs - it might actually help to offset the fact that they are currently a little underpowered. (You may in fact do both - allow for AX with a big boost and A5 for normal boosts) |